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- QueenZombean 31s
a Mench 17m Doing a bit of everything.
- zxq 2m
- Napoleon 3h
- Ameliorative 33s
- Bruhlicious 53m Deine Mutter stinkt nach Erbrochenem und Bier.
And 23 more hiding and/or disguised

[Mar '22] Improvements & Bug Fixes
Rolling thread of fixes for March 2022

ORB PARTNAME FIXES

Two orb parts were missing names, because I never set them. Causing them to be invisible when uninstalled. This is fixed, but won't retroactively fix the affected parts until they're reinstalled/uninstalled again.

JUNKYARD PART CHANCE BOOSTED

It is now MUCH more likely that a junkyard will spawn a new part than to pull one from the markets. In fact, it's about completely inverse from what it was.

NEW AERODYNE POWERPLANTS ADDED

Three new aerodyne powerplants have been added to junkyards that fill small niches. The econofuel and supercharge engines have also been renamed, as SHI doesn't exist anymore technically.

TRUST 2.0

Trust has been upgraded and rewritten in the backend. It is no longer possible to meta using @trust, and the system is now much more strict about trust.

From the updated help file:

Trusting a character relies on your character's ability to recognize who the person is. People who are in disguises, though you might have @trusted them undisguised, or even seen them change disguise, will not transfer over to the character post-disguise.

If you @trust Bob to Heal, and Bob puts on his helmet and you go into battle, Bob will not able to heal you, because Bob will be an average helmeted femboy, and not Bob. Be sure to @trust, and @untrust people after they've disguised on operations or you may find yourself scrambling at an inopportune moment.

Even if two people are disguised to look alike, even if you trust one, you will not trust both accidentally.

PSEUDOMONAS INFECTIOUSNESS REDUCED

Pseudomonas is now 750% less infectious.

STRIP ANSI FIXED

Our core built-in for stripping ANSI now actually does something as opposed to the nothing it was doing before.

This has fixed contact lenses and wigs, which now are the appropriate color codes.

VEHICLE FUEL CONSUMPTION NERF

Larger vehicles now use sliiiiiiiightly less fuel than they did.

DRESSING

It is now possible to dress other players. The syntax is dress 'someone' with 'clothing'

(Edited by MirageGM at 8:00 pm on 3/1/2022)

SCRIPT CRASH ERROR FIX

stop on babbleon scripts now clears the callstack, which should fix the problem where diseases have been crashing and then lingering forever. This is not a retroactive fix.

ROBOWARE AT MARKETS

No longer get denied because they're cyberware, instead they're denied because they're roboware with a correct message saying so.

INTERCOMS ARE NOW HUBS

Intercoms can network with each other now.

PSUEDOMONAS NO LONGER CONTAGIOUS

Building on my last patchnote, given the messaging for psuedomonas is for surgical sites, I've decided to just turn off viral transmission entirely for this. I also removed a bugged version of this virus (crashed) from a bunch of players. Sepsis replaces psuedomonas, which has more generic messaging.

ALCK FIXED FOR ROBOTS

Robots can now lock their access panel as appropriate.

ROBOTS NOT CHARGED CUSTOMS AT GATE

Robots are no longer charged duty at the gate.

JEWELRY FIXED / STORE BOUGHT ITEMS HAVE MATERIAL QUALITY

I've added a patch that adds material calculation to store bought items. This fixes store bought items universally having absolutely shit dress quality.

Jewelry specifically now increases classiness.

STALL CODE CLEANED UP, FLIGHT NAV UPDATED

Updated some checks in flight navigation which appear to fix some oddities with flying into buildings from the outside.

Additionally, the stall code has been fixed which should prevent bypassing walls by stalling through them.

VEHICLES ACROSS GAME FIXED

Unfortunately some players found out the hard way when attacking a vehicle that some of the vehicles in the game were in a bad state where their damage/addon/location matrixes are desynchronized and were stuck in traceback hell.

We thought we had caught all of this, but apparently we hadn't. So I wrote an integrity tool staff-side, and then fixed over 200 integrity errors with vehicles across the entire game, fixing all of their data to be valid.

This unfortunately wasn't a bug with the combat system, just some poorly setup vehicles as they're an old system. With that fixed, no one should end up in a traceback hell when attacking vehicles again.

HITCH DIFFICULTY CHANGED

Before, hitch difficulty was a single difficulty across all vehicles. This check has been changed to be based off how unwieldy the vehicle is (as shown on billboards). This should make towing a bit more varied in what can and can't be towed, and allow characters to progress better.

MOTORCYCLES TOWABLE

Motorcycles can now be towed.

TRUST ON DISGUISE

If you see your buddy disguise and you @trust them, your trusts will transfer to their new identity.

STABILIZE / BLEED REBALANCE

Stabilize has been changed to much more lethal. Because this is such a core point of gameplay, I am going to be more verbose than usual about the changes:

* Failing to stabilize now actually fails to stop bleeding, before it would still stop.

* The difficulty check for stabilization now scales with how bad the wounds are, and how bad the bleeding is.

* Succeeding at bleeding does not automatically stop bleeding. The amount of bleeding slowed depends on the player's skill. So it may take multiple stabilizations to stop all bleeding.

* Clinics and kitbags are better at stopping bleeding than medkits.

* Failing to stop bleeding uses supplies now, before it did not.

* It is no longer possible to stabilize someone that is in combat.

* Stabilization takes a little longer.

Unlike other patch notes, this one will not take effect until 9PM DST (PST) on 3/5/2022 (today).

HEMOSTAX PATCHES BUFFED

Hemostax patches are now cheaper and take half the time to work.

NPC DOCTORS REPEAT STABILIZATION

NPC doctors, in line with the new changes will attempt to stabilize someone up to five times to stop the bleeding.

STABILIZE CHANGES ARE LIVE

VEHICLES RESPECT DARKNESS

The rolling view and look command inside of vehicles now respects if the room is too dark to see in. If it is too dark, you no longer see exits, room contents, or the description of the room, only the vehicle interior.

VEHICLE DARKNESS PT2

When driving around, if the room is dark to you, you no longer get the normal drive messages, and instead get a variant masking all information about where you're headed.

OPTIMIZED LIGHTS

Optimized the code that checks if a room is dark / or there are items providing light in the room. It is about twice as fast now.

WARE TURNS OFF WHEN UNINSTALLED

Cyberware/robot parts now check they're turned off when being uninstalled. If not, they turn themselves off as part of the cleanup process.

DARKNESS SHROUDS MOVEMENT

People moving to and from dark rooms no longer see any information about the people leaving or entering, and do not know which direction they are coming to or going from. A new set of messages has been written that obscures this info.

Assuming it's too dark for you to see.

ROOM TITLES HIDDEN ON DARKNESS

If a room is dark, instead of the room name showing when you move, you now only see "Somewhere Dark".

DARKNESS NERF TO COMBAT

If you can't see in a room that's dark, you now take massive combat penalties to attacking.

RPINFO UPGRADED

This is a major backend change of a system most of you aren't aware of. RPInfo is a system that deals with all the temporal states of player character data. Cyberware metadata, robot part data, injuries, last xhelp, everything. This data is referenced when you move about a dozen times.

Before, it took quite a lot of time to lookup a key in RPINFO, and this data wasn't getting any smaller. A lot of time was being spent on the MOO processor looking up data from this important table.

Until today, when we converted it to MAPS and WAIFs in the backend, which has made this code up to 35x faster in the worst case, and 50x+ faster in the better cases.

Everything in the game will now be faster and take up less CPU.

INSPECT CACHE

We previously had code that would cache inspections for a period of time so that you got the same result and couldn't spam inspect over and over to get different rolls / different results.

This code became broken in early 2021 and was just discovered broken, meaning inspects were not cached. They are once again cached. For folx who became used to the way it was working while broken, please expect not to get different results moving forward!

PROGIAS INSIDE CONTAINERS / ON SURFACES

Progias now can be heard ringing when they are on surfaces or inside containers.

TOUCH ON PRICE CHARTS UPDATED

I changed the match algorithm for 'touch' on billboards (vehicle, cyberware, robots, everything) to one of the better match verbs, which should resolve all issues with them. And adds ordinal support.

FREIGHT SYSTEM

The freight system is crates on steroids. One SCU or Standard Cargo Unit is 1m^3. Vehicles can load these SCUs at specific NPCs into compatible vehicles that have the machinery and room to mount SCUs securely. Once properly licensed and having a vehicle capable of handling freight, you can load up and get a delivery to another place.

Crates can be transferred to delivery NPCs or to other vehicles. The person who takes the delivery on has to be the one who delivers it. But it doesn't have to be the original crates, just the order that's provided. Once the order is transferred to the destination and ALL crates are accounted for, you're paid and stores on that level are restocked.

But be careful, as crates can also be stolen and sold to shady NPCs. If this happens, or the delivery time expires, your license will be flagged and you'll be unable to take more jobs.

AIR-LIFTING AERODYNES FIXED

Towing aerodynes with locusts is now fixed. Oops! They will no longer drag themselves across red, and every building in their path, becoming ruined hulks in no time and causing untold catastrophic damage to the surrounding city.

FIRST TIME APPEAR USE

If you typed 'appear' and haven't changed your appearance before, it was not listing the feminine/masc/androg options until you had otherwise changed your appearance due to lacking a specific entry in a prop. This has been fixed.

FREIGHT CONSEQUENCES ADDED

Failing to deliver freight to its destination within a specified time by the NPC will result in all of your cargo licenses being set to audit. Other delivery destinations will have different times.

FREIGHT IS TIMED

The speed of your delivery will now affect how much you're paid. Faster delivery? More money.

FREIGHT RISK MULTIPLIER

Freight now has a risk multiplier. Trips from dome to dome docking port is low risk. When higher risk routes are added, this multiplier will increase for the opportunity to make more chyen for a freight delivery.

REMAINING JOBS

After unloading cargo at a docking port, if you have unfinished deliveries to that NPC, that NPC will let you know that now, instead of being awkwardly silent.

FREIGHT TRANSFER SPEED / MECHANISM ON BILLBOARDS

How fast freight transfers, and by what mechanism it travels is now listed on vehicle billboards for vehicles that have freight.

REMOVED STEALTH TECH FROM LOCUSTS

Locusts now no longer turn invisible when hoisting vehicles.

GUIDED-DISCUSSION

Staff have a new @discuss-feature command that lets them start a discussion around a topic in our new Guided-Discussion chat channel. When this happens, you'll get an OOC notification about the topic and be invited to listen into the channel with @xlisten guided. You'll be able to discuss the topic with staff and other players (using your OOC Names) for one hour, unless a staff member extends the discussion further.

Please remember when you join a discussion to stay on topic and avoid getting too detailed about specific mechanics, outing your or other PCs with overly IC specific examples, and of course, be respectful of one another.

EXAMINES UPDATED

The examines for vehicles and aircraft have been updated to include the command used to move cargo between vehicles. This is also how you complete deliveries: transfer [vehicle] to [target].

RADIATION VIAL & PATCH FIXED

The vial was curing "radiaton" and not "radiation", and both the vial and patch were ADDING radiation, not removing it. All fixed now.

DAMAGE OVER TIME IS DEAD, LONG LIVE DAMAGE OVER TIME

Rewritten for a third time. I can't actually say the DOT system has been rewritten at this point. It's been wholly deleted and I rebuilt it from the ground up on a completely different design philosophy.

It's been converted to the new technologies ToastStunt offers, the tick length for DOTs has been standardized, I stopped using the scheduler and switched to a fork-suspend loop, all of these are fancy words for saying it is now MUCH easier to expand and use with other systems, and it will have a dramatically more stable and better performing action loop.

The new system is called "Effect Over Time" to represent it does more than damage and heals.

DRINK SPIKING

It is now possible to spike drinks with drugs and poisons.

SPIKE CHANGED TO MIX/SPIKE

Now you can 'mix' if you don't want to be stealthy about it. Spike if you want a chance for people to not notice.

@REWIND <channel>

You can now @rewind any channel you can listen to, without having to have joined the channel directly.

(Edited by Johnny at 10:01 am on 3/12/2022)

DELIVERY TIMES FIXED

It was paying for more the slower you were, this has been fixed. math is hard.

MOLOTOV CATCHING

If you successfully catch a lit molotov there is now a 50% chance it will explode on you regardless. This makes doing dangerous shit more realistically dangerous.

SKILLSOFTS REDESIGNED

Skillsofts now have a maximum eidetic memory which represents the maximum amount of knowledge they're capable of loading.

In addition, skillsofts now take time to load, with the time increasing with the grade of chip and the skill it's teaching you. They'll continue to load and increase your skill into the skillsoft system runs out of eidetic memory. It can take days or weeks to load a chip.

Removing a chip will begin an accelerated wipe process, and you have from a minute to an hour to reinsert the chip before the entire memory block is cleared from your skillsoft.

LANGUAGE SOFTS MADE CHEAPER

Language softs are universally cheaper now. Really cheap. I mean *really* cheap.

BRONZE LANGUAGE SOFTS DELETED

Language softs are so cheap now there was no reason for bronze chips to exist anymore for language. So these have been deleted. If you had one, you will find a small chyen present where your chip was instead.

SKILLSOFT SKILL ADVANCES

It is now possible to raise skills while having skillchips slotted.

MIN SKILL ERASE

Removing a skillsoft chip that has less than 1% loaded will immediately terminate any progress loaded. This makes the interface less spammy if things were rapidly inserted/removed.

PAYING SIC BILLS FIXED

We updated how we read in data from terminals and didn't catch the SIC paying verb in our update, preventing anyone from paying their bill.

This has been fixed, bills may now be paid again.

PAYING FINES FIXED

Paying fines has also been fixed, same problem as above.

Currently, submitting SIC ads and licenses does not work due to the same problem, but it's a bit more involved. We're working on it, no ETA though.

TERMINALS FIXED

I fixed a bug where the quit code for terminals wasn't being called when you @aborted, instead of used the exit prompt like a civilized human.

This also broke terminals by accident, because I deleted a verb to use a lower level verb. This has also been fixed and all terminals are now usable again, AND have the above fix.

ADDED ROBOT CATALOGUE

Added a price chart for robots in game. It displays some basic information, but shouldn't be considered 100% rule of law. Parts listed as compatible may not be the ONLY compatible parts, and that is not a bug.

I will see about adding more information about the robot chassis itself later, as they are all different in subtle ways, as well as a preview of how they look, in a future release.

ADDED ROBOT CATALOGUE

Added a price chart for robots in game. It displays some basic information, but shouldn't be considered 100% rule of law. Parts listed as compatible may not be the ONLY compatible parts, and that is not a bug.

I will see about adding more information about the robot chassis itself later, as they are all different in subtle ways, as well as a preview of how they look, in a future release.

RADIOSPECTROMETRES UPDATED

They correctly use the EOT system now instead of the deleted DOT system, and no longer throw tracebacks.

SHOVE HELP FILE UPDATED

To correctly identify you cannot shove anything, only people.

SK TRANSCODER CLEARS ON DISCONNECT

Disconnecting a transcoder hub now clears all feeds on transcoder implants. As does uninstalling transcoder implants.

SEWER POWER FIXED

The sewers had power, and were not supposed to. They've been fixed. Devices installed in the sewer that rely on power will not work in the sewers now.

FEEDBACK LOOP FIXED ON TRANSCODERS

Looking in a room with a monitor with a transcoder active will no longer result in repeats of the same message five times.

Additionally, all the code that listens to player tells like the transcoder have been made faster.

UNSLOT SKILL FIXED

Fixed a bug where unslotting a chip always reset load. Per the previous discussions, this wasn't the intended function, I just forgot to pass an argument into a function. All fixed now.